> ## Documentation Index
> Fetch the complete documentation index at: https://armorsmith-designer.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Save, Share, and Export Your Costume

> Keep an editable project, publish a portable costume, export FBX, and build a miniature STL.

Keep your editable fitting work and choose an output suited to the next task. A costume bundle, FBX model, and miniature STL serve different purposes; this tutorial gives you a complete route for each.

## Before you start

Open a saved costume containing an avatar and at least one model workspace. These publishing/export procedures require the full version. If the costume has save or export restrictions, unlock it when prompted before continuing.

## 1. Preserve your editable project

1. Choose **File → Save** to preserve the current costume edits.
2. Use **File → Save As** and **Costume File (\*.costume)** if you need a separate working copy.
3. Keep the `.costume` index and its whole companion folder together when backing up.
4. Keep any original files used by linked models available and unchanged.

**Check:** You know which file is your working costume. Saving an `.avatar` separately is useful for reusing the body, but it does not replace saving the costume's fitted parts.

## 2. Publish one file for sharing

1. Choose **File → Publish Costume**.
2. Choose a different filename, such as `First costume shared.costume`, and save it.
3. Keep using **File → Save** for later changes to your working costume. Publishing leaves that working file open and does not mark unsaved edits as saved.
4. To check the published copy, first save your work, then use **File → Open** to open the published `.costume`. A recipient needs a build that supports this format.

Publishing bundles required assets and linked original sources. Password restrictions remain in place. When you save an opened bundle, **Save As** creates an editable costume and companion folder. This build's enabled features do not provide a mobile-viewer scene.

## 3. Export model geometry to FBX

1. Reopen the working costume if necessary. Review its avatar and fitted parts.
2. Remove unwanted spare workspaces from a separate export copy if you do not want their models included. Unattached workspaces are also exported under **Unattached Pieces**.
3. Choose **File → Export → Costume to FBX...**, select a destination, and save.
4. Open the FBX in the destination application and check scale, orientation, and the separate meshes.

An FBX is a model export. Keep the editable costume for Armorsmith's fitting and pattern work; do not assume the FBX is an animated rig.

## 4. Build and save a miniature STL

1. Open the costume and choose the pose you want for the figure.
2. Choose **File → Export → Printable Figure (STL)...**.
3. Set **Figure height (without base)**, for example **100 mm**. Start with **Detail spacing** around **0.4 mm** and review **Surface thickness**.
4. Decide whether to **Include hidden fitted costume parts**, and optionally enable **Add a circular display base**.
5. Click **Build Preview**. Drag to turn the preview and scroll to zoom. Inspect warnings, connections, and small gaps before saving.
6. Click **Save STL...**. Open the result in a slicer using **millimetres** and prepare printer settings and supports there.

Smaller detail spacing uses more memory. Surface thickness expands surfaces and can close gaps; it is not a guaranteed minimum wall thickness. If the figure cannot be built as one connected solid, read the error, adjust the settings or arrangement, and build again.

**Result:** You have the appropriate outputs while retaining an editable project. The miniature exporter is available independently of the separate 3D Printing workspace, which is not enabled for this build.

For full settings and restrictions, see [costume exports](/parts/exporting-costumes) and [costume files](/interface/costume-files). Return to [the first project tutorial](/getting-started/first-costume) when starting another build.


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